The Ettingling Package
Updated: Mar 8, 2020
Watch Live 2/29/20 @ 7pm Est
In this episode we cover the Ettinling Package, a Dmsguild new 5e player race, the ettinling, balanced around being played by two players at the same time! Each player picks their on class and levels individually. Any players worth their salt in roleplay can bring Will and Way, the two halves of the same ettinling to life in an absolutely hilarious way.
Get your copy here: The Ettinling Package: Two Players One Body!
Thanks to our partnership with DMsguild, you can use coupon code CRITGUILD to save 20%.
Crit Nation, thanks for joining us today here at the “Crit Academy” studios where everything is made up and your rolls don’t matter. Yup, that’s right; your rolls are like a ettin with two heads that agree.
Segment: Crit Nation Feedback: Let’s talk about Blank!
Modular dungeon tiles are an easy way to create your own beautiful digital maps. The Arcania lets you make dark, shadowy dungeon map, rich with the fumes of arcane secrets.
Didn’t win? Np, head to www.critacademy.com/loresmyth a free set of digital terrain and much more.
Segment: Main Topic:
In a display of their chaotic magical heritage, ettinlings are born two heads atop a single hulking frame. Their contorted body is mirrored in their twisted twin mind, as each head houses an individual brain with its own personality, thoughts, and goals.
Where there is a Will there's a Way!
One head prides itself with an imposing presence of being. The Will, as it is typically called, prefers to engage in social interactions for the ettinling, wanting its partner to remain quiet (which it rarely does). Menial tasks such as motor control are beneath its concern, preferring to be carted around by its partner. However, it does deign to maintain control of an arm and hand, allowing it some semblance of independence. The Will views its partner as dull-witted and foolish, and believes that its other half would never survive alone without the wits and cunning of the Will.
In stark contrast, the other head retains more of the primal strength of its giant heritage, demonstrated by its control of the majority of motor functions. The Way, as it may be referred to, controls both legs, the torso, and the other arm. The Way takes pride in dominating contests of physical strength and is quick to act against any imposing threat. The Way sees its partner as weak and feeble, a runt that would never survive alone without the Way being around to back up the Will's sharp tongue.
Death Saves Changes
Racial Features - Will and Way
Special Feature Considerations
Roleplaying the Ettin Tables
An Ettinling’s Bridge - Included Adventure
What is an ettinling bridge? Well, nothing exactly... Except for the humor stemming from a situation where one creature with two minds (each with unique motivations) gives the adventuring party an ultimatum before allowing them to cross. This could be in the form of them demanding coin. Maybe they want a riddle to be answered? Or, in the encounter included in this supplement, something far more nefarious!
Revolutionize your game with this collection 16 mini-adventures and includes NPCs, locations, new creatures, and magic items to add to your nautical adventures.
Didn’t win? Np, head to www.critacademy.com/jeffstevens to get Encounters on the Savage Seas III Free
Unearthed Tips and Tricks: New and reusable D&D content for you to bring with you on your next adventure.
Character Concept: TBD
Minotaurs are fierce, bull-headed monsters. Most minotaurs have a liking for mazes, so much so that, in addition seeking out these buried labyrinths to call home, they also like to engrave complex designs onto their armor and weapons. While the minotaur is not a particularly clever lot, they have an uncanny way of tracing and memorizing complex pathways to hunt down their prey. A few of these savage hulking beasts are infused with demonic blood. Making them stronger, faster, and more bloodthirsty than most of their kin, though they all love to haunt lonely wild places, killing and eating any who dare enter their lair.
Increase Int score to 7
Stomp becomes Greataxe and is changed to slashing damage.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Berserking: Whenever the savage minotaur starts its turn with 60 hit points or fewer, roll a d6. On a 6, the minotaur goes berserk. The minotaur has resistance to bludgeoning, piercing, and slashing damage. On each of its turns while berserk, the minotaur attacks the nearest creature it can see. If no creature is near enough to move to and attack, the minotaur attacks an object, with preference for an object smaller than itself. Once the minotaur goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Sweeping Ferocity: When the minotaur’s hit points reach 0, it can use its reaction to make an attack with its greataxe. When it hits a creature, the minotaur can choose another creature within 5 feet of the original target and within its reach. If the original attack roll would hit the second creature, it takes damage equal to half of the attacks damage. The damage is of the same type dealt by the original attack.
Lost Love - Patron Luci the Bannished
A corrupt cupid is flying around, breaking up couples, causing dissent in the city. News spread that the king and queen have decided to divorce and will split the city in half, possibly causing civil war. ‘Cupid has its lair in the city’s subterranean sewage system, and the only one who knows how to navigate there is a deranged ranger calling himself “The Rat King”.
This vial of alchemical black dust ignites when broken and releases a haze of obscuring smoke into the area.
As an action, a character can throw this alchemic vial at a point up to 60 feet away. The vial creates a 10-foot-radius sphere of dust centered on the point where it was broken. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.)
Dungeon Master Tip:
3 Sense Descriptors:
Whenever you describe something important, use 3 different senses.
"You spot the fortress the kobold informant told you about. It looks centuries old, fallen into disrepair long, long ago. You can't see it, but you can hear the unmistakable sound of kobolds’ grunts and screams that they call a language. You smell smoke and burning meat from somewhere inside.”
Or… "The Dwarven blacksmith hands you the newly crafted sword. It’s silver with white and red designs, and a green jewel in the base by the handle. The metal is cold to the touch and numbs your fingers when you press them against the blade edge. You swing it through the air and you hear a hum not dissimilar to a tuning fork."
Player Tip: Don’t be a Dick
Command and Find Familiar
With command you can disarm your enemy into dropping their weapon, then you have a familiar (works best with a flying one) swoop down and pick up the weapon, then carry it out of reach. Into a tree maybe? Off a cliff? Into a lake?
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Keep your blades sharp and spells prepared heroes!